Author Topic: Falling Damage  (Read 4223 times)

Offline devonapple

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Re: Falling Damage
« Reply #15 on: June 06, 2011, 11:22:37 PM »
Right.  Though as I suggested, you *could* make the attack nastier by tagging relevant aspects, which is totally within the spirit of the rules.

It's true. And if desired, a GM can place a Zone on the map with about 30 free-taggable Zone Aspects, such as "high" "higher" "still higher" "pretty high" "i'm falling" "still falling" "OMGfalling"!
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Offline 13th~Nineteen

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Re: Falling Damage
« Reply #16 on: June 06, 2011, 11:41:33 PM »
Well if we go with movie physics only the person that got kicked off the roof would take any damage and the kicker would be winded. Realistically they would both take similiar amounts of damage from falling but the kicker might get some cushioning from the kickee  in the form of some armor vs the falling damage.

Offline Belial666

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Re: Falling Damage
« Reply #17 on: June 06, 2011, 11:43:13 PM »
That's why, when playing a spellcaster that has some enchanted items, I am always including a 3-shift defensive item that does the escape-potion short teleportation thingy. Someone tries to throw me off a roof, I immediately get to teleport back onto the roof.

Offline 13th~Nineteen

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Re: Falling Damage
« Reply #18 on: June 07, 2011, 12:39:30 AM »
It always helps to be prepared.. ;)

Offline ways and means

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Re: Falling Damage
« Reply #19 on: June 07, 2011, 02:57:35 AM »
I know the mechanics don't work but I just can't help loveing the idea of a mythic strength flying creature whose battle tactic is dropping grand pianos or anvils on people from above. (I probably would just use throwing mechanics for the damage so weapons 5 plus 6 for mythic strength).  
« Last Edit: June 07, 2011, 03:01:14 AM by ways and means »
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